Mordel's Bar & Grill
Scouts.
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Knightrunner
Clan Snow Raven
Star Commander
Star Commander


Joined: 20-Jul-2005 00:00
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PostPosted: 08-Sep-2005 19:08    Post subject: RE: Scouts. Reply to topic Reply with quote

I always liked the BAP; not because of it's ability to find hidden units, but because of its role playing uses. In a regular battle the probe doesn't do anything other than find hidden units, which may not even apply to the scenario. But using the old Star League descriptions of its capabilities gives it far more depth.

In role playing you can use it to identify enemy units, including spotting anomalies that indicate a new variant. The Beagle will even attempt to forecast a fighting style based on observed equipment and performance. It can record battles, giving information on enemy tactics and acting as a training aid. The AI even allows pilots to try new tactics after the battle, forecasting what enemy responses might look like. Some GM's even allow it to intercept enemy transmissions- I've used it to pinpoint enemy locations by triangulating the positions of transmitting units. With a little imagination, and a character with some skill in electronics/computers, it is a great addition to any unit in a role playing scenario.

Of course, the fluff on the old Ostscout, Hussar, etc. gives similar types of capabilities. Even in the 3050's those are both viable recon mechs- even if they don't officially have electronics (I always especially liked the Ostscout's terrain recording sensors).
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Seraph
Blighted Sun Battalion
2nd Company
"Seraph's Slaughter"
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PostPosted: 08-Sep-2005 21:30    Post subject: RE: Scouts. Reply to topic Reply with quote

SaberDance, as units are pre-existing the question you must ask is what are you willing to sacrifice for the BAP and/or ECM.

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Seraph
Blighted Sun Battalion
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PostPosted: 08-Sep-2005 21:34    Post subject: RE: Scouts. Reply to topic Reply with quote

Another thing to consider. The range of the BAP is 4 hexes, the ECM, 6. If you end your movement phase within that 4 hexes, you are in grave danger of coming under fire from the unit you may have just found. Very few scout/recon mechs can take that kind of punishment and be able to withdraw in good order. The faster ones do not have the armor to withstand the damage while the more heavily armored ones lack the speed with which to extricate themselves from the opposing force in time for their armor to do it's job.

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SaberDance
Federated Suns
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PostPosted: 08-Sep-2005 23:49    Post subject: RE: Scouts. Reply to topic Reply with quote

Since when are we dealing with canon designs? I gathered we were talking about the whole kit and kiboodle of mechs in the TR sections where any number of mechs get counted up or down for their ability to use or misuse tech.

For reasons above, I seem failure to tack ECM on a 3050 recon mech as a but of a glaring, but not unconquorable, defect, regardless.

What configuration of mech overcomes the difficulties?

And you're telling me that an 11/7 mech can't get out of range of a 4/6 powered down mech, or at least get behind something. Sounds to me like a pilot problem, not a tech problem.
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Rudel Gurken
Allisters Light Thunder
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PostPosted: 09-Sep-2005 02:42    Post subject: RE: Scouts. Reply to topic Reply with quote

Quote:

On 2005-09-08 16:24, SaberDance wrote:
Depends on what you want to do with it. A powered down mech takes a second to power up. A fast mech can get away from it and lose it in the terrain.



If a hidden unit is detected in BT you have no time to run anywhere!
(so maybe a gamemaster would allow that in a RPG)

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SaberDance
Federated Suns
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PostPosted: 09-Sep-2005 11:42    Post subject: RE: Scouts. Reply to topic Reply with quote

Someone check me on the rules here, then: in CBT, it takes 1 turn to power up.

I have a BAP mech, I detect a powered down mech at the end of my turn (if I'm really smart, I'm not using my full MPs, but perhaps a more strict gamer than me woul hold me to having to declare running or walking at the start). Next turn, the mech powers up. I turn and burn rubber away from the mech.

Following turn, he maybe gets one shot off before I'm under cover or out of range.
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Nightmare
Lyran Alliance
Kommandant-General
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Joined: 03-May-2002 00:00
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PostPosted: 09-Sep-2005 16:25    Post subject: RE: Scouts. Reply to topic Reply with quote

You don't need to power down to be a hidden unit. The Active Probe detects hidden units that are in range at the end of your movement phase. Standard infantry isn't detected, you need LOS and the unit can't be underwater. Hidden units may decide to fire on you if you try to enter their hex or end up next to them (point blank fire). They can also be placed on the board if they plan to fire in the weapons phase.

As has already been said: Once you notice the hidden unit it's already too late. There is no time to get away.

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Delta
Lyran Alliance
Leutnant
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Joined: 11-Dec-2004 00:00
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PostPosted: 09-Sep-2005 17:21    Post subject: RE: Scouts. Reply to topic Reply with quote

It depends on what kind of scout you like. I see two types.

You have the fast thing which leaves VTOLs in the dust, has a gun or two and a bunch of sensors (usually). Then you have the 6/9 to 8/12 'slow' scouts which have more guns, but usually less sensors.

It depends on the situation as to which scout to use. I personally prefer making some VTOL, Hovercraft, or fighter NOE.
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